catnip18
catnip18
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- catnip18
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The event quite literally punishes survivors, having team mates spend time on the blood hurts everyone. Between that and them adding invocation its been a fun combo. You lose half to full gen worth of progress from teammates doing the event with no benefit to the team.
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@Moman624 said:
Blood Moon is a very cool event. Bhvr put work to satisfy just for some people to talk negatively which obviously is gonna happen but I haven't seen much talk about how good it is accept the outfits. The outfits are great and the gameplay is wonderful on both sides, ( my opinion) I feel a lot of people who have negative thoughts for blood points but that's not the point. Just relax and enjoy yourself, games are for entertainment, not severe frustration, unless its your career than I can understand. Nothings perfect.
What are you enjoying about the gameplay changes on both sides?
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679514#Comment_3679514
Unbelieveable this person. Try to gaslight someone else. Reported and ignored.
They had been nothing but friendly and supportive of you, and you responded with sarcasm and condescension, unsure why you are reacting this way now. Like they said play however you want to play, you can have your own definition of words! Doesn't hurt them nor me for you to have that.
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Are you doing a random perk quest? I know those have been buggy for people lately.
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@Dreamnomad said:
I don't doubt that this sort of thing happens. But I do have a difficult time believing the problem is that rampant. Percentage wise, realistically how many people would behave this way? Even 10% seems shockingly high to me. 3 matches out of how many games played?
I'm not trans but I use the trans flag because I support them and I've experienced it. Let me know how many people you know who use it who dont experience it and we can compare, but i'd guess its well over 70%
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@Ayodam said:
This is vile behavior, but what is the correlation between the Unknown and transphobia?
they literally told you in the post they posted 10 minutes before yours, did you take 10 minutes to type up 15 words?
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675150#Comment_3675150
I never said they shouldnt change anything (quite the opposite) but just offered advice for the meantime.
You're right, sorry. I just got caught up in the current issue of preventing my friends from reliving their abuse. But these are work arounds, and they'd be fully useful if the issues weren't so severe. The issue is that they're fully manual which means every time they do them they get to relive stuff, instead of having a single on/off switch
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675146#Comment_3675146
Yea I mean I can see that. With that though that means they cant play against Wesker too right because he grabs you?
I can't speak to their experience, but from what they've said its specifically legions mori. But literally it doesn't matter! People should be able to opt out of graphic kill scenes!
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@WolfyWood said:
I thought I was the only one who felt icky with Legion's mori, probably one of the only ones that makes me feel super uncomfortable enough to usually tab out during it.
Thank you! I personally love legions mori but when my friend explained why he hated it I couldn't get it out of my head why people should be able to skip it.
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@Ryuhi said:
Are they on PC? If so you can alt tab out and even make it so the sound mutes when the game isn't in focus. On console I guess they could just switch the input on their TV for a minute then flip back? Not saying their concerns aren't valid, just offering a possible solution for the here and now.
I still think plague should have a emetophobia option, as should other phobia-related killers like clown.
This is a bad option for something devs should have known about earlier, there's always going to be 'work arounds' i'm asking about them making the game accessible. People with epilepsy have always had workarounds, but it doesn't mean a game is accessable
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@Hexling said:
Not to sound insensitive here which this might come across as but there's a good amount of gore without the mori. People getting slashed, impaled, thrown up on, etc. I'm just curious how it doesn't trigger when they happen before the mori?
My friend who hates the legion mori has never be thrown on a hook but has been SA'd by someone grabbing their foot, is that graphic enough for you?
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@MalekithHatesSnow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673761#Comment_3673761
If you're able to unhook without any risks whatsoever yes it's free lol I don't think you realise the definition of "free" a survivor running into you is a free hit because you don't need to work for it the definition doesn't change because you had to walk there or press m1 on your mouse "I want an unhook with 0 risk at 2 gens" that's wanting a free unhook
You can never unhook without risks because simply being hooked is the risk. I'm sorry you're unable to understand that lol
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@MalekithHatesSnow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673437#Comment_3673437
Yeah that hook stage wasn't free the killer downed him that's not free unless he plot wised into a hook
The unhook isn't free either it takes time away from the survivors goals, a survivor unhooking isn't a survivor on a gen. Even for self unhooks, the time spent on the hook is time away from a gen, no unhook is free. I can be intentionally obtuse too
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@Caiman said:
This behavior is reportable, just so you know. Deliberately sabotaging teammates and teaming up with the killer to kill them is against the game's rules. Keep that in mind the next time you experience this.
in the past BHVR has explicitly stated without a video and a ticket submission online they wont do anything. Idk if that's still the case
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@sinkra said:
After Adrenaline gets nerfed I can't imagine this perk will be allowed to stay they most used perk with the value it brings. MFT was nerfed because it extended chases by 20%, windows goes much further than that. It can turn a chase from 10 seconds into a minute plus with the amount of map awareness it gives.
I dont think killers have ever complained about a perk and that perk not get nerfed, so if they start complaining I'm sure it'll get destroyed with something to make it useless like doesn't work when exhausted or injured.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/406895/i-want-to-enjoy-my-gameplay-again-lol
“I’m upset because I didn’t get to keep my broken perks”
'I look down on others because I have to play a game where I'm guaranteed a 60% win rate to soothe my ego'
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656655#Comment_3656655
Not sure if you're aware but rank/grade doesn't really indicate anything besides you played a lot that month.
For matchmaking purposes you could be with the baby players while iri or be with the top while ash or brown because you didn't play much that particular month.
Nowhere did they state they were high mmr, they were using their rank/grade to indicate play time and how negatively the recent changes have impacted that play time.
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@I_Cant_Loop said:
Wow - the survivor main bellyaching and entitlement has been off the charts on this forum the past few days! THE KILL RATE IS LITERALLY RIGHT WHERE THE DEVS WANT IT TO BE - SOLO QUEUE INCLUDED. The only exception is high MMR 4-man SWF which (wow what a shocker) has a significantly higher escape rate than all other groups. The only thing that needs balancing is a nerf to the significant advantage that 4-man SWF's have.
Survivor is not supposed to be the power role in the game and you are not supposed to escape every match. You should be escaping about 40% of the time and the devs have proven that you do, unless of course you're playing with your buddies on comms and then you escape closer to 50% of the time. Survivors have gotten free information status indicators, free Borrowed Time and free self-unhooking when killer is camping. No more hand-holding is necessary, and the escape rate stats prove it.
Everyone who is complaining should try playing killer for once (I play about 50/50 each role). You know what? It's actually quite difficult once you get to a level where you're consistently going against competent survivors. Most maps still have a lot of very strong loops and pallets that can allow survivors to extend chases for a long time and make it essentially impossible to win without any camping or tunneling with a vast majority of the killer lineup.
Let's start rallying around what is really broken, and that is the matchmaking. Throw out the awful MMR scoring system and put something in place that actually measures skill - it's not that hard. Quit putting hugely varying MMR scores in the same lobbies.
I literally stopped playing killer because if I put in literally any effort I had a 90% kill rate. I'd frequently play while watching tv in order to get it closer to 75%. Its braindead easy even after 4king 50 games in a row to try and boost my mmr. Maybe you're just bad?
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You should probably have rephrased this because everyone is sticking on the lottery aspect. A better phrasing would have been a developer in charge of balancing things evenly in a PVP setting would be immediately fired and blacklisted for having numbers like this in any other mainstream PVP game if the goal was actual fairness.
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@JibbyNeutron said:
https://forum.deadbydaylight.com/en/discussion/comment/3067090#Comment_3067090
report to BHVR exactly?
You just tell them what you saw so its documented, so there's some kind of paper trail when they inevitably try to ban you for 'cheating' because they cant moderate their own game to save their life
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You immediately dc the second you notice and report it to bhvr, all you can do. Its not like they're any good at stopping cheaters anyways
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@GannTM said:
Lower MMR for survivor is worse than high MMR because chances are you’re getting potato teammates a lot. Killers are overpowered at lower levels.
My issue is the opposite, i keep getting put with survivors and killers miles above me, its clear i'm the survivors punishment for winning too much lol, but it leads to consistently bad games for me
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Imma be real with you cheif, noone's reading all that, esp with all of the caps. Hard pass
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- "Make the prestige cosmetics for killers and survivors a set."
Why?
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@Rebel_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/1804989#Comment_1804989
Quick question. What if you don't have Franklins?
Im sure you got a bunch of snarky answers to this but i'll assume you are being genuine. If you dont have franklins first look for it in the shrine weekly, its been there I think 5 times since it came out which is better than nothing if you cant afford the DLC or dont want bubba. In the mean time you can dodge lobbies, i've done this many times because I personally hate using franklins. You can use offerings to stick the hatch where you want it. But over all you can still just camp the person.
In the end if there's all four people alive and they take the hatch instead of gates you had lost anyways, this is the same as when the last survivor gets the hatch it is still a 4k in terms of pride for the killer. Its the reason many killers give the hatch to the last survivor, because they already won. The only times I think it feels truly bad is if two or three get out, but i've personally only had that happen to me 4 times in 100ish hours of gameplay as killer
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@warcrafter3001 said:
Moris are the killers' answer to keys. Nerfing moris but not keys at the same time is absurd.
Franklins is an answer to keys. Other than both sides complaining about the other, there is no relation to them. Keys are in the same slot as a killer ability, and just like killer abilities they have counterplay outside of pure skill. Mori's have no counterplay outside pure skill, or at least they didn't, this fixed it. Conflating the two makes you and everyone that does the same sound short-sighted at best, and willfully biased at worst.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1804645#Comment_1804645
My waiting will involve not playing this game and playing something else that has better balance.
Based on your extreme overraction to a simple balancing change they have said they were working on for at least 3 months, you taking a break is probably for the best for your own health, and to be honest, for everyone you might be put in a lobby with too.
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Removing that you passively fall asleep would be enough imo, make the gauge only go up in his TR or something.
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My suggestion was to swap them kinda. Make ToTH give the aura reading but at a much larger zone (12 or 16 meters) to go with the theme of hunting. Give undying the notification when a hex is touched.
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I really like the idea of cruel limits being map wide. I feel like the duration would need to be halved to like 5/10/15 seconds, but it would be really fun to use and the fear i'd feel as a survivor when i saw it proc mid chase would be fun.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1652140#Comment_1652140
Hardly. If Survivors do the Totems, they get done. I do them as a Survivor and I also get through Gens just fine even when Ruin is up. Is it harder than it was? Sure. But it was too easy before.
Nowhere has anyone refuted that this totem counters its own counter, which again, is an example of poor game design. Im not saying the perk is too strong, nor did i say it was too hard. Something countering its counter is unfun to go against, and braindead to use, its bad game design 101. Its power should be shifted so you dont get internal synergy from a single perk slot. It'd be like if thanataphobia had nurses calling as well as the base effect, countering its counter, it would be unfun to go against and take zero skill to use to its max potential. If y'all dont get my intent by now dont bother responding, tired of having to redirect people to my original point as they're busy building strawmen.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1652140#Comment_1652140
(terror radius) (killer Position) (awareness)
found the killer main brain rot.
*disregards everything someone says* *makes a sarcastic unhelpful remark to compensate for looking stupid* "haha, I have bested them once again". Im done reading your replys, strike 3 of being intentionally obtuse and irrelevant.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1650293#Comment_1650293
Change one of your second chances for "Small Game"/" Detectives Hunch" or use a map. Problem solved.
Nerfing undying is not the way to create diversity, believe me. Buffing perks like dying light is better.
The problem isnt that totems cant be found, its that finding totems is punished by a perk that can only be countered by finding totems. I get you dont like DS/UB, idc, i dont run either. My default is UE, spin chill, Iron will, and either balanced landing or sprint burst. Stop trying to deflect on the point that the perks counter is countered by the perk by trying to blame survivor combos you dont like. Undying is bad game design straight up, it is countered by doing dull totems but it counters survivors that do dull totems. I ran detectives hunch once and couldnt break a single totem vs hillbilly cuz he'd zoom over before I could. There is no counter to it because, AGAIN, it counters its counter.
But your next argument is "if every survivor does totems at the same time..." that require coordination on a swf level which im guessing you also despise. When playing solo q the perk is uncounterable vs a half-decent killer. Its power needs to be shifted, not removed, but shifted. Make it so only auras around hex totems are revealed or make it so auras are only revealed while survivors are working on totems but it lasts longer after they let go.
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I love coming to the forums, killer mains not understanding basic mechanics and still complaining is always entertaining
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/1650914#Comment_1650914
speaking of the bloodweb what items did those crazy blueprints replace? I get so many now it's not funny
They didnt replace anything, from my understanding when the web is generated each tile is given a color, then it generates a random item from that color, so the blueprints are fighting with grey bp token and grey items. My guess is that for the first month of their release they'll be spawning more frequently so there's additional testing, same with how first two days after PH release 95% of games were midwich
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Honestly dont think them fixing the bloodweb would cause real problems, i can see every complaint being critiques, not full on complains, as in "this is better than it was but this needs to be fixed"
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1650737#Comment_1650737
Undying wouldn't help you if 2-3 totems are being worked on at the same time. Save one, lose another.
That doesnt mean the base counter isnt countered. im unsure what your not getting so im going to stop responding
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1650701#Comment_1650701
Unbreakable does give recovery speed in addition to standing up, Soul Guard gives endurance when you stand up (You can compare this perk to Undying as they both have 2 powerful effects tied into one perk) and no mither hides your blood, makes you quieter and allows to stand up as much as you want.
The problem isn't that the two effects are powerful, the problem is that undying counters its own counter which is bad gamplay design. I was simply giving an analogy, that if DS let you stand up as well as having the pickup stun, it would be a similar situation, one where the best way to counter a perks effect is in itself countered by the same perk. A killer sided analogy could be if they released a version of bbq that proced when someone was unhooked, but it also had iron maidens effect. The best way around bbq is to use a locker, but the iron maiden effect would counter the counter.
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Gotta say, i love the idea that if a spirit takes stridor and you breathe louder with exhaustion it could be like a perpetual airhorn in their ears, no matter where they go some sweaty person breathing heavily on their shoulders.
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1650615#Comment_1650615
*sigh* penalties did nothing survivors can bypass it by suiciding on hook and killers can afk the match out they have no use in this game
Tbh they really just need to get basic AI into the game to take over for DC's, would lead to games that are a lot more fun than first hook death survivors or afk killers as you note
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1650293#Comment_1650293
Thrill of the Hunt does the same things as Undying - Makes breaking totems harder and reveals when totems are being broken. I don't think Undying needs a nerf like that, it's basically TotT but with different focus - instead of keeping certain hex alive in one spot (prevent from breaking) it prevents a hex from disappearing, giving it second life.
Both are countered by cleansing dulls first so their primary defence mechanism is turned off.
I understand how its different but the problem behind it is the perk has two abilities, 1: the hex shifting and 2: the vision. 2 by itself would be fine as a non-hex perk, and 1 by itself is fine as a hex perk, but together you have a perk that counters its counter which is bad game design. It'd be like if they added a nomither style stand up to DS, causing it to counter its counter (slugging) without requiring unbreakable. To counter ability 1 you need to do dull totems, but doing dull totems is countered by ability 2. TBH i think swapping TotH's primary ability and the vision on this perk would be ideal. Undying only notifies you with a sound notification when they're starting to break a hex totem which lets players do dull without being punished by the same perk forcing them to do dulls. I dont believe that undying should be nerfed, just that its power shifted away from countering its own counter.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1650425#Comment_1650425
And you miss the point that if you get better, you will beat SWFs more easily and then you can "have fun". Reading comprehension gives nothing if you can't apply logic :(
And watch out - big shocker incoming - having fun is SUBJECTIVE. Some people lose and still have fun. Some people win and don't have fun. Alright, buddy?
Still unable to read, not worth my time so im done replying to you, should have picked up on the fact that literally noone else was replying to you.
@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/194951/losing-will-to-kill
I think you mean Tinkerer's instead of Technician and that is arguably FAR stronger against uncoordinated teams or solos - a good team of SWFs will sus out every single totem and pressure them all making you a 2 perk dandy for the rest of the match. It's still slowdown but not really having much effect on good SWFs
Onto the original point - Just approach the match with a far more carefree attitude and don't care about the number of kills but try to maximize your scoring events (even if it's just hits) and mindgames during chases. You'll see significant improvements in your play once you get more flexible on when to break chances and how to zone survivors into other survivors - if a guy seems like a very strong looper then kick a pallet and intentionally go patrolling for someone else until you either find a weak link or inevitably find someone (even that strong looper) out of position. Once again - welcome the challenge rather than laying down in the fetal position when its not 4 potatos running in straight lines and taking 10+ mins to do gens... because you have to admit you get those matches too even in red ranks.
I like this advice, breaking chases vs survivors that felt unwinnable really helped me a ton originally. They tend to send their best looper to get your attention, if you ignore their bright nea and go for their objective doers it makes it a bit less frustrating
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1650411#Comment_1650411
Congrats on your basic reading comprehension skills!
Maybe you could use your basic logical thinking skills now, and understand that my point was that if he learns to deal with SWF, then he will not have to dodge them that often and actually may be able to beat them and have some fun. Cheers.
=( you still missed the point, where I said clearly even winning vs them isn't fun, but thanks for congratulating me on my reading comprehension skills, one day maybe even you will have them too!
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@MrLimonka said:
I mean... getting beaten by a SWF is an opportunity to learn a thing or two - you can think about what mistakes you've made and how you can improve.
You won't learn anything new by stomping default megs in solo queues.
@834r_ said:
I think I've honestly just gotten to the point where I give up facing SWF groups. Every time I see 4 survivors come into the pre-game lobby at the same time I just leave and search for a new match.
The reason? Well, it's not fun to face SWF groups. Games against them just feel too stressful to even enjoy. I've tried facing them in different ways, but nothing seems to work against good teams. I'm honestly happy that undying+ruin+technician is a thing now because at least that does something to them. Sadly I don't have them. ;-;
Using basic reading comprehension I was able to glean that not once did he ask about how to deal with SWF, simply that they weren't fun. And I agree, i have 4k'd sweaty swf because they get greedy and even then it doesnt feel good. Its like getting a mole removed, your glad its done but it shouldn't have been there in the first place so it was essentially just a bunch of extra stress just to return to normal.
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@WishIcouldmain said:
I agree if survivors can keep DS, UB, DH, BT for years if I'm correct. Then Undying and Ruin is fine.
Your whataboutism is as strong as your comment is irrelevant to the thread.
@Justalittlepeeck said:
- Rewards killers for active and smart gameplay like defending objectives or constantly moving around the map applying pressure
- Punishes killers for passive gameplay - 2+ perks wasted if killer tunnel visions someone or camps
- Creates a secondary, but not mandatory objective for survivors - you can do bones and do gens easier or forget about bones and have to finish generators in one touch.
- Makes games generally longer which gives more opportunity for everyone to have fun.
Let this stay, thanks. This combo isn't broken or overpowered, people are crying only because they don't want to adapt to it.
I really like the combo together, the only thing I think should be changed is a minor nerf to undying, i feel like it does too much. Either make it so it only shows auras while they breaking totems, or only shows auras around hex totems not all totems. Even when playing killer it feels like way too much info to have if the totem placements are lucky
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I love this challenge because it punishes camping killers. If you camp in any form you wont get this challenge. You can do the survivor ones and go up the middle if you cant get a 4k without camping to skip the challenge.
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1634416#Comment_1634416
Classic DBD survivor mentality: the killer beats your ass so bad you have to DC like a baby and the killer is "bad."
If the killer has to slug to prevent the last person from getting the hatch they weren't paying attention to where the hatch was during the game. If im on the ground for 60 seconds i DC, not wasting three minutes more enabling a bad killer because the killer wasn't paying attention. I'm sorry you have to generalize so much though to make yourself feel better, can tell this has happened to you enough so I hope you learn to pay attention to the hatch in the future, might help reduce some of your salt.
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Sounds like you got outplayed because you tried to slug. I DC if there's one survivor up and im slugged, not going to bleed out for 4 minutes because the killer is bad. Play stupid games win stupid prizes
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@xenofon13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1607081#Comment_1607081
No, you can't. There's no other entrance. Video is above.
The link was trying to get me to download something first time i clicked on it instead of showing the video so i didnt see it, just saw it. Wonder if its similar to the issue they've been having with rocks spawning where pallets should be in ormond, like a blank spot there replaced by a tree
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You can reach that one, at least you could on ptb, saw multiple streamers struggle to find the entrance to the hovel but its there.